#Do us one better and show us the
1 messages · Page 1 of 1 (latest)
anyway Like is said earlier you're moving transforms, so no accurate collisions even if u had the collider
Vector3 newPosition = Vector3.Lerp(startPosition, targetPosition, t); transform.position = newPosition;
what should i rather use
can i even use velocity on something thats a static rigidbody?
if you want collisions you cant use static
collisions is physics , rather
kinematic messes with the movement
if you're doing grid based movement you have to maybe use raycasting options to detect walls
for example
you can check if blocked where you're trying to move and size of player
uh yea goodluck using colliders with moving direct transforms..
you're basically teleporting
maybe rework the entire character controller?
or simply use a kinematic rigidbody..
Trust me im a really bad programmer. Im more suited to modelling stuff and doing textures. Stuff like this usually makes my brain melt
if you want collision just just a kinematic rigidbody and move with the methods mentioned..
kinematic dont use forces but they adhere to collisions
Colliders are physics, no other way around it
you'd have to manually code a 2D array to "immovable" areas and do it through code which is more complex than using a rigidbody + colliders
getting capture software up and running gimme a sec
Previous code

damn im stupid
ok . how about you explain how you would do collisions without rigidbody
I'd love to learn
so what does that tell you about collisions.
you need physics
you still havent provided the alternative
jesus christ all i want is those red blocks to be impassible nothing more
unable to provide
i dont care about this flameware
you literally have no backing to your claims lol
goodluck bruh
im sure Lamp will guide you
with their "extensive" experience

I have no idea what im doing
im preparing for the brainmelt and people telling me what a fuckup i am
It has one
box collider is added
you're the only one who bickers and calls people names, i would do a deep look into your own claims
😆
walks over it
should've listened
dude already has kinematic rb and refuses to simply switch one line of code
dont worry Lamp is gonna come through with a useful way to not phaze through colliders without rigidbody..
switched it
but now i need to rewrite more of the code
as it doesnt use gridbased movement no more
"grid based" is simply rounding your numbers to a grid size
like i said already three times already....you can literally pass the same code to rb.vel or rb.moveposition
also now to some collision handling
what?
did you try just switching
transform.position = newPosition;
to rb.MovePosition( newPosition);
sure did
so its working ?
well one thing at a time
and walking into a corner flips the entire character
at least collisions are working arent they?
should've not wasted so much fucking time not listening..
people like Lamp are all talk and no smoke.. but whatever
lock the rigidbody constraint on he Z rotation
fixed
when walking into a wall yes, all movement is rested aswell
so no controlling the character
like its getting stuck?
yes
hmm. maybe try putting a 2DphysicsMaterial on the box collider, with no friction
sliding on walls movement is a bit trickier.
Ive got a map ready to go. as a image texture, do i just recreate it in unity with each 8x8 tile?
I wanted to create a system that uses a image for collisions and a sprite for the overworld
u can make a tilemap just for colliders if you want
Its a skin
It has so many duplicate tiles
i dont know why this happened
just crop the first quater
isnt there a way for unity to detect duplicate tiles?
where
